﻿////////////////////////////////////////////////////////////////////////////////////
//  CameraFilterPack v2.0 - by VETASOFT 2015 //////////////////////////////////////////
////////////////////////////////////////////////////////////////////////////////////

Shader "CameraFilterPack/FX_Spot" {
	Properties 
	{
		_MainTex ("Base (RGB)", 2D) = "white" {}
		_TimeX ("Time", Range(0.0, 1.0)) = 1.0
		_Distortion ("_Distortion", Range(0.0, 1.0)) = 0.3
		_ScreenResolution ("_ScreenResolution", Vector) = (0.,0.,0.,0.)
		_PositionX ("_PositionX", Range(-0.5, 0.5)) = 0.0
		_PositionY ("_PositionY", Range(-0.5, 0.5)) = 0.0
		_Radius ("_Radius", Range(0, 1.)) = 0.5
				
	}
	SubShader 
	{
		Pass
		{
			ZTest Always
			CGPROGRAM
			#pragma vertex vert
			#pragma fragment frag
			#pragma fragmentoption ARB_precision_hint_fastest
			#pragma target 3.0
			#include "UnityCG.cginc"
			
			
			uniform sampler2D _MainTex;
			uniform float _TimeX;
			uniform float _Distortion;
			uniform float _PositionX;
			uniform float _PositionY;
			uniform float _Radius;			
			uniform float4 _ScreenResolution;
			
		       struct appdata_t
            {
                float4 vertex   : POSITION;
                float4 color    : COLOR;
                float2 texcoord : TEXCOORD0;
            };
 
            struct v2f
            {
                  half2 texcoord  : TEXCOORD0;
                  float4 vertex   : SV_POSITION;
                  fixed4 color    : COLOR;
           };   
             
  			v2f vert(appdata_t IN)
            {
                v2f OUT;
                OUT.vertex = mul(UNITY_MATRIX_MVP, IN.vertex);
                OUT.texcoord = IN.texcoord;
                OUT.color = IN.color;
                
                return OUT;
            }


fixed4 frag (v2f i) : COLOR
{
		float2 uv = i.texcoord.xy;
		float4 tex = tex2D(_MainTex, uv);
		float2 center = float2(_PositionX,_PositionY);
		float dist = 1.0 - smoothstep( _Radius,_Radius+0.15, length(center - uv) );

		return fixed4( dist * tex.rgb, 1.0 );	
}
			
			ENDCG
		}
		
	}
}